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There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. This presentation comes from the 2012 Philadelphia ASTD Leading Edge Conference.
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PRESTERA FX
DESIGNING INTERACTIVITY IN A MOBILE WORLD
…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER
Leading Edge ConferencePhiladelphia ASTD
Ace Center, May 10, 2012
Gus Prestera, PhD
Learning & Performance [email protected]
http://www.presterafx.com
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Designing Interactivity in a Mobile World 2
FROM E TO MCONVERTING OUR EXISTING E-
LEARNING TO SMARTPHONE-BASED M-LEARNING
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Designing Interactivity in a Mobile World 3
Tips for Going From E to M
1. From horizontal to vertical orientation2. From all-at-once to parsed out3. From always there to only-when-needed4. From help screen to intuition and dialog5. From books to learning objects6. From mouse clicks to finger tapping7. From eye candy to info-graphics8. From “Are you sure….?” to “Let’s make sure….”9. From loud & proud to “Shhh, you’re in the quiet car!”10. “Keep it pithy!”
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Designing Interactivity in a Mobile World 4
Tip #1. From horizontal to vertical orientation
http://www.presterafx.com/pfx/demos/m_web/index.htm
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Designing Interactivity in a Mobile World 5
Tip #2. From all-at-once to parsed out
http://www.presterafx.com/pfx/demos/ep_motion/index.html
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Designing Interactivity in a Mobile World 6
Tip #3. From always there to only-when-needed
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Designing Interactivity in a Mobile World 7
Tip #6. From mouse clicks to finger tapping
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Designing Interactivity in a Mobile World 8
Using motion to optimize space
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Designing Interactivity in a Mobile World 9
How would you convert this game for a smartphone?
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Designing Interactivity in a Mobile World 10
Table-Top Activity: Convert Busy Bee!
http://www.presterafx.com/pfx/demos/ep_show/index.html
Remember…
1. From horizontal to vertical orientation
2. From all-at-once to parsed out
3. From always there to only-when-needed
6. From mouse clicks to finger tapping
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Designing Interactivity in a Mobile World 11
UNLOCKING THE POTENTIAL OF M-LEARNINGIF WE WEREN’T CONVERTING AND COULD DESIGN THINGS ANY WAY WE WANTED, HOW WOULD WE
LEVERAGE SMARTPHONES?
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Designing Interactivity in a Mobile World 12
Some Smartphone Affordances
1. Touch: Senses touch, multi touch, flick, ‐double tap, pinch, drag‐
2. Movement: Senses physical movements, such as tilt, shake, and motion
3. Geography: Judges geographic location and relates to geographic information systems
4. Augmented Reality: Superimpose virtual reality onto physical world
5. Connectivity: Maintains connectivity as we move
6. Communication: Interacts with other mobile devices: conferences with other learners
7. Integration: With printers and other networked devices; with databases, streaming media, and the web while on the move: interacts with other apps
8. Productivity: Interacts with productivity tools that are already being used for work tasks
9. Media Creation: Capture photos, audio, and video on the move
10. Immediacy: Communicate instantly with others
11. Scanning: Scans documents and QR codes
12. Size! It can go anywhere with us
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Designing Interactivity in a Mobile World 13
GEP FoR President!
Gus E. PresteraTraining You Can Believe In
GuidanceExamplesPracticeFeedbackReflectionMore Practice!
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Designing Interactivity in a Mobile World 14
GEPFRP and Salesforce Effectiveness
• Guidance: Video documentary segments, peer best practices
• Examples: Videos of real interactions, manager role plays with high performers, virtual job shadow
• Practice: Role playing in the classroom and sales team meetings…and more practice through virtual role plays
• Feedback: Trainer/actor, peer, manager
• Reflection: Recorded practice and real calls, online development plan app
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Designing Interactivity in a Mobile World 15
Table-Top Activity: Now You Try It!
• Sponsor: ASTD National
• Goal: Train and certify members as mobile learning design specialists
• Audience: Members who are Instructional Designers with MEds and 5-10 years of ISD experience
• Your Challenge: How could ASTD leverage smartphones to accomplish their goals with this national audience?
Remember…
GuidanceExamplesPracticeFeedbackReflectionMore Practice!
PRESTERA FX
DESIGNING INTERACTIVITY IN A MOBILE WORLD
…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER
Leading Edge ConferencePhiladelphia ASTD
Ace Center, May 10, 2012
Gus Prestera, PhD
Learning & Performance [email protected]
http://www.presterafx.com
Thank you!!!